Loups gris en Atlantique
Loups gris en Atlantique Rulebook
Table of Contents
Table of Contents
- 1 – Introduction
- 2 – Materials
- 3 – Sequence of Play
- 4 – Preparations for Departure
- 5 – The Departure
- 6 – Navigation Phase
- 7 – Contacts
- 8 – Contact Counter Zones
- 9 – Anti-Aircraft Combat (Flak)
- 10 – Engaging the Target
- 11 – Convoys
- 12 – The Escort on the Hunt
- 13 – Damage to the U-boat
- 14 – Repairs
- 15 – Combativity
- 16 – Arrival in the Patrol Zone
- 17 – End of the Patrol
- 18 – Commander's Decisions
- Tactical Advice for a Commander on a First Patrol
- Game Tables
- Sequence of Play (Summary Sheet)
- U-boat Sheet
- Component Notes
1 – Introduction
This version of the simulation covers only the early part of 1941 and patrols heading into the Atlantic.
You are a U-boat commander, and so you must sink as much enemy tonnage as possible and try to rival the aces of the era.
2 – Materials
You need the navigation chart, the U-boat sheet, the counters, a pencil, an eraser, the "contact" counters, and one ten-sided die, referred to from here on as D10.
The navigation chart contains information about the submarine's progress, the weather conditions and the contacts.
The U-boat sheet contains information about the state of the submarine, the abilities of the crew and the remaining autonomy.
Note: when a check is called for, you always roll 1D10 on the indicated table (unless stated otherwise). A "0" is a "10", not a "0".
Counters must be placed in opaque containers (cups) in order to make "draws". Use one cup each for the aircraft contact counters, the target counters, the damage counters, and the "E/P" and "P" counters: 4 cups in total.
3 – Sequence of Play
- Preparations for departure
- The departure
- Navigation phase
- Contact
- End of the patrol
4 – Preparations for Departure
4.1 Destination
In this version you are part of a flotilla based in one of the ports of Brittany.
4.2 Submarine
In this version you may choose to command a Type VII.C submarine or a Type IX.B, IX.C or IX.D2 submarine. Record the characteristics on the "U-boot" sheet before starting the patrol.
4.3 U-Boot Characteristics
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Number of Torpedoes: the number of torpedoes carried. With each shot, cross out one "circle" on the "U-Boot" sheet. When you reach "0", the U-Boot has no torpedoes left and cannot fire any more.
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Autonomy Points (AP): each Autonomy Point spent allows you to stay one more turn in a patrol zone. An AP may also be spent to advance one additional square. Once all the AP have been spent, the commander must advance in order to begin the return.
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Maximum Depth: the maximum modifier that may be applied when the submarine escapes. Warning: the deeper the submarine dives, the more critical the damage can be.
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Dive Speed: the modifier to apply when making emergency dives (for example, in the case of an air attack).
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Maneuverability: represents the submarine's manoeuvrability.
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Flak Power: the number of D10 available for the submarine's Flak shots. Roll one die per shot. (If it reads 2D, two separate shots are made.)
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Deck Gun Power: the power of the deck gun. (If it reads 1D+2, add 2 to the D10 result.)
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Size: the modifier to apply when an enemy attacks. Size makes the submarine more vulnerable to air attacks and depth charges.
Notes: the IX series is an "oceanic" model. It has a large range, but this type is bigger and slower to dive. In return, this series is equipped with a 105 mm deck gun and, above all, with two flak guns: one of 37 mm and one of 20 mm. This type of U-boat carries 22 torpedoes. The IX types were large and were easier targets to hit. For comparison, a VII.C is 67.10 m long, against 76.5 m for the IX.B, 76.8 m for the IX.C and 87.6 m for the IX.D2.
4.4 Crew
4.4.1 Level
The crew's level represents its experience, its motivation and its cohesion. The crew starts at level "2", which means a trained and motivated crew. The maximum is 3. The level may change at the end of the patrol.
4.4.2 Combativity
At the start, the crew's combativity is excellent, with a value of "3". When combativity becomes negative, it is applied as a modifier to the checks on tables marked with an asterisk (*).
4.4.3 Available Options
The commander may choose one of the following options for the crew. If there is a modifier, apply it on the U-Boot sheet; if it is a characteristic, note it down.
- Cohesion: +1 bonus to "Maneuverability".
- Nerves of Steel: +1 bonus to the "Combativity" reaction.
- Gunner: +1 bonus to the Deck Gun shot roll.
- Flak: +1 bonus to the Flak shot.
- Mechanic: +1 to Mechanical repairs.
- Electrician: +1 to Electrical repairs.
4.5 The Commander
You are the Commander. You have the experience, so you may choose a Specialisation that can make the difference once you are at sea.
Available options:
- Intuitive: +1 to "Maneuverability".
- Old Wolf: +1 to the "Firing Solution" roll ("Cálculo de tiro").
- Charismatic: +1 to the "Combativity" check.
- Discipline: +2 Autonomy Points.
4.6 Fame Points
The player starts with 5 Fame Points (FP). They may be spent during play:
- To re-roll a die;
- To buy one Autonomy Point for 1 FP;
- To buy a +2 bonus on a check for 1 FP.
At the end of the patrol, the player earns Fame Points according to the enemy tonnage sunk. They may be spent to buy new options, or kept to use during play.
Warning: no more than 5 FP may be kept in stock at the start of a new patrol. Any excess must be spent at the end of a patrol.
4.6.1 One Captain on Board
Chapter 18 (Commander's Decisions) contains a series of exceptional orders that you may give. They are entirely risky, but they allow you to escape desperate situations or to attempt bold actions. They may replace the normal checks in certain phases of the game. Learn to use them at the right moment.
4.7 Calculating the Modifiers
Calculate the modifiers carefully, applying the submarine's values and the bonuses linked to the options.
Emergency Dive: Dive Speed + Crew Level
Discretion: Maneuverability + Crew Level – Size + 2
Hunt: Maneuverability + Crew Level
The modifier depends on the result (as printed, the scale below follows the "Hunt" formula; the source does not say explicitly which formula it applies to):
- 1 or less = 0
- 2 to 3 = 1
- 4 to 5 = 2
- 6 or more = 3
Before the mission, record the values calculated on the "U-boot" sheet. Also remember to update these values during play, for example in response to damage.
5 – The Departure
In this version we simulate only the orders for "patrols in the zone".
With the help of 2D10, determine the mission order. Place the "Patrol zone" marker on the box that corresponds to the dice result on the navigation chart, in the "High Seas" part (see 6.2).
6 – Navigation Phase
To reach a patrol zone, the submarine must cover a distance represented on the navigation chart by rectangular areas. Place the "U-boot" counter on the "Bunker" box.
6.1 Weather
When leaving the U-Bunker, the weather is at level 6 (see the modifiers on the weather board of the navigation sheet). A navigation phase represents several days of patrol, so the weather is a "trend" for the period in question. Weather affects the approach and firing checks.
At the start of each phase (except the first), roll 1D10 to determine the weather trend for that phase. Place the Weather marker on the affected weather zone of the navigation sheet.
6.2 Movement
There are two "sea zones", represented by two sets of squares. The smaller set of squares represents the coastal zone and the larger set represents the high-seas zone.
At first, the commander may choose between two directions, and may or may not skirt the most dangerous English coasts. Once in the "high seas", however, the direction is mandatory and is indicated by the arrow. Back in the coastal zone, the commander may again choose whether or not to sail along the English coasts.
6.2.1 Navigation Tactic
The commander chooses one of 3 movement tactics: Slow Ahead (Avante Despacio), Normal Ahead (Avante Normal) or Full Ahead (Todo Avante).
- Slow Ahead: roll 2D on the Contact Table and use the higher result.
- Normal Ahead: no modifiers.
- Full Ahead: roll 2D on the Contact Table and use the lower result.
Note: this represents the fact that the longer the U-boat spends in a zone, the more chances it has of an encounter.
6.2.2 Number of Zones Crossed
The submarine may advance automatically, and WITHOUT spending Autonomy Points, through 1 or 3 zones. By spending 1 AP, it may advance 2 additional zones.
6.3 Zone Types
There are four types of zone:
- Red: zones where enemy air and sea patrols are most numerous.
- Yellow: zones disputed with the enemy; dangerous to cross.
- White: zones of "free" sea. The hunting ground of the U-boats.
- Green: zones crossed by a shipping route. Zones where convoys and other merchant ships usually pass.
7 – Contacts
7.1 General
At the end of each navigation phase, check for contacts. The player rolls 1D10 on the Contact Table (see 7.3). If the U-boat crosses several zone colours, read the result in the column using this order of priority:
Green / Red / Yellow / White
Contacts are handled through the actions and results achieved on the Tables. After dealing with each contact (destruction or flight of a target, destruction of the U-boat), move on to the next one: draw again if the movement allows it (see 6.2), or begin a new Navigation phase if there are no more contacts.
Example: if in the same turn a Green zone and two White zones are crossed, the result must be read in the "green zone" column.
Note: as indicated in 6.2.1, depending on the Navigation Tactic chosen, 1 or 2 D10 are rolled on these tables. When using 2D10, use the appropriate result. Example: "Full Ahead" was chosen and the die must be rolled on the Green table. 2D10 are rolled, with results "5" and "8", so the lower result is used, i.e. "5". On the Green table, this means 3 "Target" counters must be drawn.
7.2 Types of Contact
There are three categories of contact: "aircraft" contacts, "Escort/Patrol" contacts (called "E/P" or "P") and "targets".
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"Aircraft" counters represent enemy aircraft. The value on the counter is its firepower. An "R" is a reconnaissance aircraft. A "B" indicates that the aircraft can bomb the U-boat (damage counters are multiplied by 2 on the first attack).
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"E/P" and "P" counters represent destroyers, corvettes and other armed vessels.
- "P" counters are patrol vessels. They have a firepower indicated by a figure. "P" counters are placed in the "patrol" zone of the navigation chart.
- "E/P" counters are placed in the "patrol" zone, except in the case of a convoy, where they become escorts and are placed with the target counters. "E/P" counters have a firepower of "0".
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"Targets" represent all ships with enough tonnage to be the object of an attack. The value on the left gives the target's tonnage points, and the value on the right gives its "flight" value.
7.3 Contact Tables
On the navigation chart are the Contact Tables, used to find out whether there is a contact. At the end of its movement, the player rolls 1 or 2D10. Depending on the result and on the colour of the zone (see 6.4 [printed reference; the zone colours are described in 6.3]), the player draws a certain number of counters and places them in the "contact" zone of the navigation sheet.
The "contact" zone includes an "Aircraft contact" slot, where the "aircraft" counters are placed; a "Patrols" slot, where the "E/P" and "P" counters considered as "patrol" (not escort) are placed; and a "Targets" slot, where the confirmed targets are placed, together with the "E/P" counters treated as escort for the targets (in the case of a convoy, or of a patrol counter arriving in a target's zone). Such a counter becomes an escort (see 12).
Contacts are handled in this order: aircraft; then targets; then "P" and "E/P". Note that "E/P" and "P" counters may appear during an attack on a target.
7.3.1 Drawing
The number of counters to draw for each type of contact is given on the "Draw" tables, defined by the colour of their column on the navigation sheet.
Warning: some counters (patrol, aircraft and convoy) carry no value. They are decoys, to be placed in the draw cup together with the real contacts.
7.3.2 Convoys
If the result is the passage of a convoy, draw 1D10 + 5 target counters. For each target counter that is a confirmed ship (that is, not a decoy), draw 2 "E/P" or "P" counters. "P" counters are placed in the "Patrol" slot of the navigation sheet; the others are placed with the "target" counters as escort.
7.4 Managing Aircraft Contacts
When a submarine spots an aircraft, the procedure is to dive immediately. But it may be too late, in which case combat is unavoidable. If there are several aircraft in the zone, the player rolls 1D10 per aircraft. If several aircraft obtain the same result, they are flying a patrol together. Reconnaissance aircraft always patrol alone.
Note: air patrols aimed to cover as much sea area as possible, since regroupings were rarer than isolated aircraft.
A roll on the "Alarm!" table determines whether the lookouts spot the aircraft in time. Apply the result.
Note: there is no weather modifier here, because weather favours or hampers visibility equally for all belligerents.
7.4.1 The "P" and "E/P" Counters
After dealing with aircraft contacts, and when no target is in sight but "P" or "E/P" counters are present in the "patrol" zone of the navigation sheet, roll 1D10 for each counter. On a result of 8+, with a +2 modifier if the "U-boot Spotted" marker (see the tables) is present, the counter crosses the U-boat's path. The commander may then:
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Attempt a torpedo attack, if successful on the "Break Through the Escort" check (before moving to the Torpedo Phase). Any check that results in "Target Fleeing" (during an "Approach" or "Firing Solution" check, for example) means that the U-boat has been spotted by the patrol. Move then to the Depth Charge Phase;
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Or attempt to "Shake Off the Escort".
If there are no more contact counters, move to the next navigation phase (see 6).
8 – Contact Counter Zones
There are several zones for managing contacts on the navigation chart. Think about placing fleeing target counters in the appropriate zone, as well as immobilised targets.
When a convoy is fleeing, place its counters in the "Fleeing targets" zone. The "P" and "E/P" counters in the Patrol zone do not sail together, and will not cross the U-boat's path unless by "chance", or unless a target or an aerial patrol discovers the U-boat's presence. In that case, regroup the "P" and "E/P" counters in the Escort zone (12).
9 – Anti-Aircraft Combat (Flak)
For each combat phase, the player makes a roll on the "Flak" table, then a roll on the "Air Attack" table if an air attack is possible. The results are applied immediately.
The Flak combat phase continues until one of the belligerents escapes or is destroyed.
9.1 End of the Flak Combat Phase
The submarine is considered to be on patrol on the surface. If a target counter is present, see 10; if not, see 7.4.1.
10 – Engaging the Target
Each target counter is handled separately. The commander decides whether or not to engage the target. An attack is carried out as follows:
- Approach phase: the "hunt"
- Attack / firing phase
- Response / dodging a torpedo
10.1 Approach Phase
The commander chooses between two approach options: Direct, which makes the approach easier, or Indirect, which makes the shot easier.
Once the escort has been shaken off (see 11), or if the target has no escort, make a check on the "Approach" table.
Direct: the U-boat rushes at full speed toward its target, with a +2 bonus for the element of surprise.
Indirect: the commander takes time to get into position, or to wait for darkness, in order to attack the target with a better chance of success.
10.2 Deck Gun Attack
In order to save torpedoes, the commander may decide to attack an unescorted target with the deck gun. The attack must be quick, so that the ship has no time to signal the presence of the U-boat by radio.
10.2.1 Firing the Deck Gun
Make a check on the "Deck Gun" table and apply the results.
10.2.2 Response
Roll 1D10. On a result of 10, the ship is armed. It may attempt an immediate response: roll a die on the "Target's Response" table.
The ship will respond to each shot of the U-boat's deck gun.
10.2.3 After Firing the Deck Gun
If the "U-boot Spotted" marker is present in the zone, roll 1D10 for each "E/P" or "P" counter in the patrol zone. On a result of 8+, the ship reaches the target's zone and becomes an escort (see 12).
If the target is fleeing, the U-boat must pass an Approach check in order not to lose sight of its target (the Discretion option is no longer available); the U-boat's "Hunt" modifier is used. The U-boat may also abandon the hunt. Remove the contact and move on to the next one, or to another navigation phase if there are no more contacts.
10.3 Torpedo Attack
The U-boat attempts to torpedo the ship. To torpedo a convoy, see 11.2. A commander may fire up to 4 torpedoes at once (see 10.4.2 – Firing a Salvo).
Note: the stern tube is not used for a salvo.
10.4 Setting the Torpedoes
The torpedo setting must be chosen before rolling on the "Firing Solution" table. Record the torpedo setting in the "Salvo" table of the U-boat sheet.
The commander chooses either "impact" or "magnetic" detonation.
A torpedo set for "magnetic" detonation must pass under the ship's hull and explode there. Its damage is greater, but the shot is more complex to make.
10.4.1 Torpedo Speed
- Slow: allows the U-boat to fire and then escape or change position while the torpedo takes to reach the target. +2 bonus to the "Shake Off the Escort" check. This bonus is valid only for the first "Total Silence" roll after the shot.
- Medium: no effect.
- Fast: a torpedo that is difficult to dodge.
10.4.2 Firing a Salvo
A salvo consists of 2 to 4 torpedoes. Firing a salvo at a target is carried out as a normal shot, except that the "Dodge a Torpedo" roll suffers a penalty of 1 per torpedo, and the "Hit!" roll is made with a bonus of 1 per torpedo above 1. See the "Firing Solution" and "Dodge a Torpedo" tables. In addition, the modifiers obtained from torpedo speeds are valid only if the same speed is applied to all the torpedoes for the "Shake Off the Escort" check.
Fire! Once the shot has been prepared, roll on the "Firing Solution" table to determine whether the target is hit. If the target has already been attacked, or if the "U-boot Spotted" marker is present, roll on the "Dodge a Torpedo" table before applying the results of a shot at the target. If the torpedo is dodged, the attack phase begins again, or the U-boat may abandon the hunt, remove this contact and move on to the next one. If there are no more contacts, begin a new Navigation phase.
Note: a ship that knows a submarine is present makes evasive manoeuvres, changes course continually and puts all its lookouts on alert.
If the torpedo hits the target, roll on the "Hit!" table and apply the results immediately.
Mark one "O" (circle) for each torpedo fired on the U-boat sheet, in the torpedo area.
10.4.3 Dodging a Torpedo
A target may attempt to dodge a torpedo by making a check on the "Dodge a Torpedo" table.
11 – Convoys
11.1 Attacking a Convoy
Phases of an attack on a convoy:
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Break through the escort. If successful: attack the targets. If not successful: depth charges (Total Silence).
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Shake off the escort. When a convoy is detected (see 7.3), the U-boat must break through the escort in order to attempt a shot. A deck-gun attack is impossible, because the U-boat would be destroyed at once by the escort. Approaching a convoy that has an escort requires a check on the "Break Through the Escort" table.
If the check fails, the U-boat is spotted and the escort goes hunting for it (place the escort counters in the "Escort in Hunt" zone of the navigation sheet), while the convoy flees (place the convoy counters in the "Ships Fleeing" slot).
Once the escort is trying to hunt the U-boat, the U-boat may no longer attempt to fire at the targets. An attempt to recover contact with the convoy may be made after shaking off the escort (see 12.3).
If, on the other hand, the escort is broken through, the submarine may attempt an approach to the convoy as if it were a single target, in order to fire. Always use the lowest Flight factor of a convoy.
11.2 Torpedoing a Convoy or Its Escort
The commander may plan a shot against 4 different targets. That is firing a salvo.
Target priority is tonnage. However, if the escort consists of only 3 escort ships, the most the commander can attempt is a salvo against the escorts, provided the "U-boot Spotted" marker is not present.
The shot is made normally, except that a penalty of 3 applies, because the escorts change course continually.
Once the shot has been made, the convoy scatters and flees (see 12.3).
If the convoy has already been attacked, or if the "U-boot Spotted" marker is present, make a check on the "Dodge a Torpedo" table for each target of the convoy before applying the results of a shot against the target.
11.2.1 Salvo Against a Convoy
Firing a salvo against a convoy allows several targets to be sunk, taking advantage of the element of surprise. No "Flight" penalty applies, for example. The shot is made as for an individual shot. Do not apply the modifiers linked to a salvo against a single target.
12 – The Escort on the Hunt
"E/P" and "P" contacts may reach the zone after a target has been attacked (in response to a die roll after a deck-gun shot, for example). "P" counters may also join the "E/P" counters of a convoy's escort.
When "P" and "E/P" counters reach the U-boat's hunting zone, and the "U-boot Spotted" marker is present, the U-boat must either shake off the escort, to flee or to resume its hunt.
12.1 Shaking Off the Escort
To shake off an escort that has spotted the U-boat (after failing the "Break Through the Escort" check, or as a result of a patrol arriving in the target zone), the commander must pass a check on the "Shake Off the Escort" table.
The commander may choose between fleeing, in order to move away from the escort and lose sight of its targets (end of contacts), or "hiding", staying in the zone in order to keep contact with the targets.
Make a check on the "Shake Off the Escort" table and apply the effects.
12.2 Depth Charges "Total Silence"
A check must be made on the "Depth Charges – Total Silence" table when the escort detects the U-boat.
The commander may dive deep or attempt a bold manoeuvre (see 18).
The commander may attempt to pass beneath the depth charges by diving to great depth. Choose the desired depth value; the maximum is shown on the U-boot sheet (5 for a VII.C). Place the depth marker on the chosen depth value, to apply the corresponding modifier in case of a "Resist Pressure" check (see 13).
Make a separate roll for each counter taking part in dropping depth charges, on the Depth Charges table, and apply the effects.
After ALL the depth charge rolls have been made, make a "Shake Off the Escort" check (see 12.1).
Note: a result of 18+ allows the current Depth Charge phase to be stopped and the U-boat to shake off the escort. See the "Depth Charges" table.
- On success:
If the commander attempted to "flee", the escort and the convoy are lost and there is no possibility of repeating the hunt. If, on the other hand, the U-boat was "hidden", the commander may repeat the hunt (see 12.3).
12.3 Recovering a Convoy in Flight
Once the escort has been destroyed or shaken off, a new hunt may continue only if the U-boat was "hidden" at the time of the "Total Silence" check (see 12.1). If not, contact with the convoy is definitively lost.
The commander must first pass, with success, a check on the "Approach" table, using the U-boat's "Hunt" bonus but without its "Discretion" bonus, in order to recover the convoy. The weakest "Flight" value of the convoy is taken. The hunt is then repeated as indicated in 11.1. A target counter that is now escorted is considered a convoy. The escort automatically returns with the convoy after having tried to destroy the U-boat.
13 – Damage to the U-boat
Each time the result of a table says so, the commander must draw one or more damage counters from the appropriate cup.
Damage counters indicate the area affected:
Po: Stern (Popa); Pr: Bow (Proa); Ce: Centre (Centro); Tr: Turret (Torreta); Fl: Flak; Cp: Deck Gun (Cañón del Puente); Tp: Crew (Tripulación).
A symbol then indicates the type of damage received in this area: Ø, X or E.
The rules below do not apply to the deck gun or to the Flak (see 13.1).
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Ø: the structure is hit. Strike a line through the circle "O" of the indicated area on the U-boat sheet.
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E: a specific piece of equipment in the area is hit. Roll 1D10 on the "Equipment Damage" table for the affected area. The effects are cumulative (penalties of -1 become -2, and so on).
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X: the structure is hit and cannot be repaired. Mark a cross in a circle "O" of the indicated area ("X"). If there are no more blank "O" circles (that is, not struck through), then strike through an "O" that is already struck through with a single line in the appropriate area.
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Tp: one or more crew members have been hit. -1 to the crew level (cumulative). Roll again: on a result of 10, the crew member is competent. The commander then removes, at his choice, one OPTION of those chosen at the start of the game (see 4.4.3). Redo the modifier calculations (see 4.7).
[The source does not say what happens on a roll other than 10; transcribed as printed.]
Example: if you currently have the options "Flak" and "Gunner", the commander must remove one of those options.
13.1 The Deck Gun and the Flak
- Ø: the armament is affected (Fl or Cp). Strike through one "O" circle on the U-boat sheet in the appropriate area. If no "O" is available, the equipment is destroyed.
If there are two Flak guns, roll the die to determine at random which of them is affected.
- X: the equipment is affected and irreparable. Mark a cross on an "O".
Once all the "O" circles of a weapon have been struck through, that weapon is unusable.
If there are two Flak guns, remove 1 of the 2 D10 from the U-boat's Flak Power (see 4.3).
13.2 Suffering Damage
Damage counters are returned to their cup. If a damage area has an "O" struck through, a structure test must be made, except for sudden damage to the Flak and the deck gun.
On a result of 8+, there is a water leak. Increase the "Water Leak" level by 1 and make a "We're Sinking!" check (see 13.3).
If an area that already has all its "O" circles struck through still suffers damage, the Water Leak level increases automatically by 1, and a "We're Sinking!" check is made.
13.2.1 Depth Charge Damage
If the damage is caused by depth charges, then in addition to the effects indicated above, make a "Resist Pressure" check.
Note: this check is made after the "We're Sinking!" check and after any repairs of the water leak.
13.3 We're Sinking!
With each increase in the water level, roll 1D10 + the Water Leak level. If the result is 12 or more, water enters the submarine and drags it into the depths. End of the game.
After the "We're Sinking!" check, a repair check for a water leak may be made immediately.
13.4 End of Combat
Once ALL the contacts have been dealt with, and if NEW damage was suffered during the combat phases, a combativity check must be made (see 15).
14 – Repairs
14.1 Repairs While Submerged
While submerged, we may repair only water leaks. A "Repair Water Leak" check must be made, immediately after the "We're Sinking!" check.
14.2 Repairs After Combat
If no contact remains on the navigation sheet, the commander may carry out more complete repairs: to recover an "O" in an area, to repair equipment and reduce by 1 the associated penalty level, or to repair water leaks. To repair, a repair check must be made (see 14.3).
A complete repair phase costs 1 AP [except for the IX.D2 model, for which it costs 2 AP], and one check is allowed for each damaged element. (Do not forget that "O" circles struck through with a double line, an "X", are irreparable.) Apply any bonuses that apply to the repair. See the Damage Table below.
Note: this represents the duration of the repairs and the use of spare parts, which eventually run short and force the U-boat to return to base.
14.3 Repair Roll
Roll 1D10 + the bonus linked to the corresponding option (see the Damage Table) + 1 for each Fame Point sacrificed.
On a result of 6+, the repair succeeds. If not, a new repair phase will be needed for this element, which may be carried out only at the end of the next navigation phase.
15 – Combativity
To make a combativity check, roll the die on the "Combativity" table.
When combativity becomes negative, it applies as a penalty to the checks on tables marked with an asterisk (*).
16 – Arrival in the Patrol Zone
The commander gains 2 Fame Points, which may be used immediately.
17 – End of the Patrol
Increase the number of patrols by 1.
- +1 Fame Point for each "E/P" or "P" counter or aircraft destroyed.
- +2 Fame Points per point of tonnage.
17.1 Increasing or Buying Options
A new option costs 5 Fame Points.
To increase an option by +1 costs the option's value x 5 FP (the maximum is +3).
Example: the commander has the "Intuitive" +1 option. To go to +2 costs 10 FP (2 x 5). From +2 to +3 costs 15 FP (3 x 5).
17.2 Crew Level
The crew level increases by +1 every 5 patrols (maximum +3).
The crew level at the start of a patrol is always at least 1.
18 – Commander's Decisions
1 – Even Deeper
In case of a Depth Charge check, the commander decides to pass beneath the depth charges by diving even deeper than the limit set for the U-boat.
The "Depth" bonus may be 6 or 7 for the "Depth Charges" check.
The structure does not hold with a result of 8+ at a depth of 6, and with a result of 6+ at a depth of 7. If this happens: end of the game.
2 – Dive, Whatever the Cost
The commander decides to dive despite the imminent attack of an aircraft (for example, if its Flak has been destroyed). This may be attempted instead of making a "Flak" check.
Roll (1D10 – Dive Speed) damage counters. If the submarine survives, it is out of danger in the depths. End of the aircraft contact.
3 – Slow Ahead, Silent Running
In the case of a "Break Through the Escort" or "Shake Off the Escort" check, the commander attempts to deceive enemy detection by zigzagging slowly near the surface, in the middle of the escort.
The "Break Through the Escort" or "Shake Off the Escort" check gets a +3 bonus. The other modifiers do not change. In exchange, apply the following effects:
-
On a result of 4 to 9: the U-boat is spotted and attacked by the escort. Move to the Depth Charge Phase (see 12.1).
Additionally, make a "Harassed" check by the escort: 1D10 – (Dive Speed x 2) = the number of damage counters to draw.
-
With other results, the escort does not detect the U-boat. The manoeuvre has succeeded.
4 – In the Heart of the Convoy
The commander attempts to infiltrate into the middle of the convoy.
After having "Broken Through the Escort", make an Approach check with a -3 penalty. If the U-boat is spotted, it cannot shake off the escort and will immediately suffer a depth charge attack, with the damage counters to draw doubled (that is, twice the number). If a shot is possible, on the other hand, all the targets sighted are hit automatically. Only the "Hit!" check is then needed.
Tactical Advice for a Commander on a First Patrol
- Choose the options that will help you "survive" your first patrols rather than those used for attacking.
- Do not hesitate to fire salvos, despite the risk of wasting torpedoes, in order to accumulate Fame Points.
- Do not attack an overly protected convoy (3 escorts at most).
- Do not waste your FP on "Shots". Use them rather for the rolls that will save your life.
- Carry out a repair phase only when there is considerable damage, so as not to waste your AP.
Game Tables
The tables below are transcribed from the "Lobos Grises = Tablas de Juego" pages. An asterisk (*) in a table title means the check is subject to the crew's negative combativity, as stated in section 4.4.2.
Alarm! (*)
Modifier: Emergency Dive (see 4.7). -2 if the "U-boot Spotted" marker is present.
- 4 or less: the aircraft spots the submarine, which has no time to dive, and may attack. Place a "U-boot Spotted" marker in the zone and move to the Flak Combat table, unless the option "Dive, Whatever the Cost" is chosen now. See 18.2.
- 5-6: the submarine is spotted during its dive. The aircraft has time to make an attack. Place a "U-boot Spotted" marker in the zone and move to the "Air Attack" table for a single air attack.
- 7-10: the aircraft spots the submarine as it sinks into the depths, without time to attack. Place a "U-boot Spotted" marker in the zone. This contact ends.
- 11 or more: the submarine spots the aircraft with enough time to disappear unseen. This contact ends.
Flak (*)
Modifier: +1 if the "Flak" option is held.
- 5 or less: the shot misses.
- 6-8: barrage of fire. Roll 1D10:
- 1-3: the aircraft attacks normally.
- 4-7: the aircraft avoids firing and cannot attack this turn.
- 8-10: the aircraft is damaged and flees.
- 9 or more: the aircraft is shot down. This contact ends. +1 Fame Point.
Option after the roll: "Dive, Whatever the Cost" may be chosen. See 18.2.
Air Attack
Modifier: + Submarine Size + Firepower (the aircraft's firepower value).
- 0-6: the attack misses.
- 7-10: draw 1 damage counter.
- 11 or more: draw 2 damage counters.
Option after the roll: "Dive, Whatever the Cost" may be chosen. See 18.2.
Approach (Target With No Escort)
Modifier: "Discretion", unless the target is fleeing. In that case, use the "Hunt" modifier. -2 if the "U-boot Spotted" marker is present. +2 if the approach was "Direct", unless the target is fleeing. Use the weather modifier: "Approach table".
- 4 or less: the target spots the U-boat and goes into "Flight" mode. Redo an Approach phase. Place the "U-boot Spotted" marker. If the target is already in "Flight", the contact is lost.
- 5-6: the submarine does not get close enough to the target. Repeat the Approach phase.
- 7-9: the submarine gets close to its target without being spotted. Move to the "Attack" phase.
- 10: the submarine gets close to its target without being spotted, and is placed at an ideal firing angle. Move to the "Attack" phase with a +1 bonus.
- 11 or more: the submarine gets close to its target without being spotted, and is placed at an ideal firing angle. Move to the "Attack" phase with a +2 bonus.
Deck Gun
Modifier: + the crew level modifier. + the Deck Gun modifier. + the "Gunner" option. -the Flight factor if the target is fleeing. +2 if the approach was "Indirect". Use the weather modifier: "Firing".
- 5 or less: superficial damage. Place a "U-boot Spotted" marker and repeat the Approach phase. The target flees.
- 6-8: target immobilised (Flight factor = 0). If it was already immobilised, it explodes on a result of 6+. If it does not explode, no effect occurs. Place the "U-boot Spotted" marker.
- 9-10: the target, badly hit, sinks slowly. Place the "U-boot Spotted" marker. This contact ends.
- 11 or more: the target explodes and sinks rapidly. This contact ends.
Target's Response to Deck Gun Fire
- 1-7: no effect.
- 8: draw 1 damage counter.
- 9: draw 2 damage counters.
- 10: draw 3 damage counters.
Break Through the Escort (*)
Modifier: "Discretion". -3 if the "U-boot Spotted" marker is present. -1 per escort. +1 per target. Use the weather modifier: "Approach table".
- 4 or less: the U-boat is spotted and attacked by the escort. Move to the Depth Charge phase (printed as "12-1"; see the printed cross-reference note below).
- 5-6: the submarine is spotted but may attempt to "Shake Off the Escort". Place the "U-boot Spotted" marker and redo a check on "Shake Off the Escort".
- 7-9: the submarine breaks through the escort and may attempt an approach phase to the target (with the Indirect option, as printed).
- 10 or more: the submarine breaks through the escort and may attempt to torpedo the target.
Shake Off the Escort
Modifier: "Discretion". +2 if it chooses to flee. +2 after firing a slow-speed torpedo. -1 per escort. +1 per target. -2 if the "U-boot Spotted" marker is present.
- 6 or less: the U-boat is spotted. Move to the Depth Charge phase.
- 7-9: the U-boat is spotted but can easily get under cover. Place the "U-boot Spotted" marker and make another check.
- 10 or more: the submarine shakes off the escort, and may flee (end of contacts) or attempt to "Break Through the Escort".
Depth Charges – Total Silence (*)
Modifier: - the escort's firepower (remember that E/P counters have a firepower of "0"). + the "Discretion" modifier. + the depth level. Use the weather modifier: "Approach table".
- 11 or less: draw 3 damage counters.
- 12-13: draw 2 damage counters.
- 14-15: draw 1 damage counter.
- 16-17: the U-boat skilfully evades this salvo of depth charges.
- 18 or more: the submarine evades the depth charges and even escapes from the WHOLE escort. End of the Depth Charge phase.
Firing Solution (Cálculo de Tiro)
Modifier: "Old Wolf" option. -the Flight factor if the target is fleeing. +1 per torpedo launched in a salvo. -3 if the target is an E or E/P. -2 if the torpedo is magnetic. Use the weather modifier: "Firing".
- 4 or less: the target is missed and the "U-boot Spotted" marker is placed. Redo the Approach phase. The target flees.
- 5-6: the target is missed. Redo the Approach phase. Follow-up check: the "U-boot Spotted" marker and the target flees on a result of 5+.
- 7-10: the target has been hit and the "U-boot Spotted" marker is placed.
- 11 or more: the target is hit in a critical area, and the "U-boot Spotted" marker is placed. Apply +2 to the "Hit!" check.
Dodge a Torpedo
Modifiers: -1 per torpedo. -3 if the torpedo is at Fast speed. +1 if the torpedo is at Slow speed. +2 if the target is a "P" or "E/P". +2 if the "U-boot Spotted" marker is present.
- 6 or less: hit.
- 7 or more: torpedo dodged.
Hit! (¡Alcanzado!)
Roll 1D10. On a result of 10, the torpedo is defective and does not explode. On other results, make the check normally, with +3 if the torpedo is magnetic.
- 1-5: the target is hit and immobilised, and the U-boat is spotted (Flight = 0).
- 6-8: the target, badly hit, sinks slowly. Place the "U-boot Spotted" marker. This contact ends.
- 9 or more: the target explodes and sinks rapidly. This contact ends.
Combativity
Modifier: + "Charismatic" and "Nerves of Steel" options. -1 for each "O" circle crossed with a double line ("X").
- 4 or less: -1 to Combativity.
- 5-8: no change.
- 9 or more: +1. "Let's get out of this!"
Repair Water Leak (*)
Modifier: -1 per depth level. + the crew level.
- 4 or less: the repair fails. +1 to the depth level. Make a "Resist Pressure" check. Warning: if the depth is 8, the game ends.
- 5-6: make a "Resist Pressure" check, then make a "Repair Water Leak" check again.
- 7-9: the water leak is reduced by 1 level.
- 10 or more: the water leak is reduced by 2 levels.
Resist Pressure
Modifier: -1 per depth level. -1 per water leak level. -1 per submarine zone with all its "O" circles struck through ("X"), except the Flak and the Deck Gun.
- 0 or less: the hull bursts. The crew dies instantly.
- 1-4: mark an "O" circle of your choice with an "X". Redo the check. One Depth Level may be changed.
- 5 or more: the hull holds.
Sequence of Play (Summary Sheet)
The summary sheet printed on page 13 of the source PDF, under the heading "Secuencia de Juego", reads as follows.
Navigation Phase
Choose "Repair Phase" or "Movement". A "Full repair" phase is possible if there is no contact in the zone and the "U-boot Spotted" marker is not placed.
- Repair check
- End of the Navigation Phase
If there is movement:
- Weather roll (except in the first phase)
- Choice of movement speed
- Draw contacts
Contacts
Handle them in this order: aircraft contact; then target and P/EP.
Aircraft contacts, "Alarm!" check:
- If aerial combat occurs: "Flak" check; "Air Attack" check; draw possible damage; "Water Leak" check.
- If not, move to the next contact.
Target contacts (not convoys): choose the approach tactic (Direct or Indirect).
- Approach check: if OK, see the Attack Phase.
Attack Phase
- Deck gun attack check: check whether the target is armed; check whether E/EP arrives.
- Firing solution with torpedoes: "Dodge Torpedo" check; "Hit!" check; E/EP arrival check.
Convoy
- "Break Through the Convoy" check. If OK: Approach check (if necessary, use the lowest Flight value of the convoy). See the Attack Phase.
- If "Break Through the Convoy" fails, go to the Depth Charge Phase.
Depth Charges
- "Depth Charges" check: draw possible damage counters; "Water Leak" check.
- "Shake Off the Escort" check:
- If OK with the flee option: "End of Contact" or "Loss of Convoy".
- If OK with the hide option: return to the "Break Through the Convoy" phase.
- If it fails: return to the Depth Charge Phase.
U-boat Sheet
The "Hoja de U-boot" (U-boat sheet) provides these boxes, as printed:
- Characteristics table, with rows "Type" (fixed) and "Current": Number of Torpedoes, Autonomy Points, Maximum Depth, Dive Speed, Maneuverability, Flak Power, Deck Gun Power, Size.
- Damage areas, each with a row of "O" circles: Stern (Popa), Bow (Proa), Centre (Centro), Turret (Torreta), Flak, Deck Gun (Cañón del Puente), and Crew (Tripulación).
- Water Leak track: levels 1 to 4.
- Depth track: Surface, 1 to 5, and Special.
- Combativity box.
- Crew box: Crew, Level, and Options with a "Level" column. Below the options: Emergency Dive, Discretion, Hunt.
- Commander box: Commander, Number of Patrols, Tonnage, Options with a "Level" column, and Fame Points.
- Autonomy track and torpedo stock track (circles).
- Torpedo salvo table: Tubes 1 to 4, with columns for Speed L/M/R and Impact/Magnetic.
Component Notes
The zone labels printed on the navigation chart, as they appear in the source images, are:
- Aircraft zones: "Contactos aéreos aislados" (isolated aircraft contacts), "Patrullas" (patrols), "Escuadrillas" (squadrons), "Patrullas al ataque" (patrols attacking).
- Target zones: "Blancos y escoltas" (targets and escorts), "Blancos inmovilizados" (immobilised targets), "Blancos en fuga" (fleeing targets), "Escolta en caza" (escort hunting).
Gaps in this transcription (these items are printed on the separate navigation chart or sheet, which is not part of the PDF):
- The Contact Tables, which give the number of counters to draw for each zone colour and dice result (see 7.3 and 7.3.1), are not in the PDF text, so they are not reproduced.
- The weather board, which gives the modifiers for each weather level (see 6.1), is not reproduced.
- The "Damage to Equipment" table (referred to in 13 and 13.2) and the "Damage Table" referred to in 14.2 and 14.3 are not reproduced.
Printed cross-references that do not match the headings they point to. They are transcribed as printed:
- "6.4" in 7.3: the zone colours are described in 6.3.
- "7-3" in 11.1: section 7.3.
- "12-1" in the Break Through the Escort table: section 12.1.
- "18.2" in the Alarm, Flak and Air Attack tables: the "Dive, Whatever the Cost" option is printed as the second option of chapter 18.